/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_BlueprintBase.h
generic one otherwise
void ReceiveExecutionFinishAI ( [AAIController](API\Runtime\AIModule\AAIController) * OwnerController, [APawn](API\Runtime\Engine\GameFramework\APawn) * ControlledPawn, enum [EBTNodeResult::Type](API\Runtime\AIModule\BehaviorTree\EBTNodeResult__Type) NodeResult )